To simplify our pipeline working with meshed skins, we export from Photoshop while keeping the white spaces.

Once in Spine, we rigg and mesh a first skin then we create the other skins by duplicating the first one.
We noticed that switching skin takes much longer than if we had used white-space-trimmed assets.

Is this foreshadowing possible problems once in Unity or in game?

Since the original size and offset data are present in the Atlas when exported, could this impact performance?

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MaCl wrote

Is this foreshadowing possible problems once in Unity or in game?

Do you plan on using whitespace-stripped atlas textures exported from Spine? In general, having lots of unnecessary whitespace in the final atlas textures will take longer to load and can have a negative impact on performance. Reducing texture data in general is always beneficial.

MaCl wrote

Since the original size and offset data are present in the Atlas when exported, could this impact performance?

If you have exported the atlas texture with stripped whitespace, then there will be no performance impact. It does not really matter whether you strip whitespace in Photoshop or in Spine as long as the result is the same texture. The mapping metadata will not cause any performance problems.

Yes, we'll remove the whitespace when we'll export from Spine.
Thanks for your help.

You're welcome, thanks for getting back to us.